Lag of Legends: the Effects of Latency on League of Legends Champion Abilities

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Lag of Legends: the Effects of Latency on League of Legends Champion Abilities Lag of Legends: The Effects of Latency on League of Legends Champion Abilities An Interactive Qualifying Project Report Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Bachelor of Science By Khoi Duc Doan Duc Chi Hoang Linh Thai Hoang Submitted to Professor Mark Claypool Worcester Polytechnic Institute Abstract This paper describes the effect of latency on the performance in League of Legends. We ran some pilot tests to determine that the best metric for a player’s performance in League of Legends is ability hit chance. We then created a calculation method for the deadline and precision of an ability of a champion in League of Legends. Deadline is calculated as the time it takes to finish an ability; precision is calculated using the area of effect of an ability over the screen size. We ran a user study for a few chosen abilities to measure the performance of a player at different levels of latencies. We then analysed the performance data collected from the user study to find out a correlation between an ability precision and deadline characteristics and the effect from latency to the ability hit chance. Our results suggest that deadline has more impacts on performance than precision. From the results, we also formulated a function of decision and deadline which has an exponential decay relationship with the effect on the ability to hit from latency. 1 Lag of Legends: The Effects of Latency on League of Legends Champion Abilities 0 Abstract 1 1 Introduction 3 2 Background 5 2.1 Introduction to League of Legends 5 2.1.1 League of Legends Champions 6 2.1.2 League of Legends game phase 7 2.2 Precision and Deadline 8 2.3 Network Tools and Analysis Tools 10 3 Methodology 11 3.1 Pilot tests 11 3.2 Abilities Analysis 13 3.2.1 Abilities Categories 13 3.2.2 Abilities Precisions and Deadline 16 3.3 Experimental Setup 21 3.3.1 General Setup 21 3.3.2 Client Configuration 22 3.3.3 Participants 22 3.3.4 Running the session 22 3.3.5 Collecting data 23 4 Results 24 4.1 Demographics 24 4.3 Results 27 4.4 Survey data 31 5. Conclusion and Future Study 33 References 34 Appendix 36 Appendix 1: Graph 36 Appendix 2: Script 41 2 1 Introduction 1 League of Legends (LoL), with 27 million players playing every day ,​ is currently the ​ most popular online video game. LoL is part of the MOBA (Multiplayer Online Battle Arena) genre, a team-based game in which players are formed into 2 teams consisting of three or five members. The objective of the game is to destroy the opposite team’s main building (called a ‘Nexus’). Along the way, each player gains power by completing game objectives, earning experience points and gold that are used to increase the player's level and to purchase powerful 2 items, potentially giving an advantage over opponents .​ Players can choose to play from more ​ than 100 characters (champions) with different abilities, movement speeds and attack types, to ​ ​ play. Given the game’s complexity, players may put thousands of hours to perfect their skills, and yet, skills are just one of many factors that decide the outcome of the match. As players become better at the game, individual skills become somewhat less important, and teamwork, strategies and communication between team members become pivotal to propelling the team to victory. Being a team based online game with a large competitive community, both professional and casual, the quality of the network connection to the game server is particularly important. To accommodate its huge player base across the world, Riot Games, the developing company, have set up server clusters in areas with a large player base, including the Americas, Europe and various Asian countries. However, there are still occasional problems with server ​ connections, in particular latency. Latency, usually measured in milliseconds, is the average ​ total time for a computer to send data packets to the game server and vice versa. With such a ​ large player base, high latency is a regular phenomenon. The effects of network latency are unique for each game, depending on the types of game actions, game representations, and even the backend protocol for the game server. Generally, the higher the latency, the higher the user input delay and the server data delay. These symptoms have negative effects on users’ quality of experience. In LoL, user’s inputs are sent to the game server, and verified by the server by a confirmation packet. This means that user’s actions are delayed proportionally to the network latency. Yet, with the variety and complexity of LoL champions, network latency can affect each player differently. Some game roles are less affected by latency than other roles; similarly, some champions are more resistant 3 to network latency. Even players can adjust their own playstyles responding to changes in latency. The goal of this study is to find the effect of latency to the performance of League of Legends players and of other MOBA games in general. A typical LoL match lasts between 25 to ​ ​ 45 minutes with 5 members in each team. Given the length of time a game takes, we identify many aspects to measure performance of a League of Legends players beside the outcome of ​ ​ the game. We choose a few of the most popular LoL champions based on their roles in the ​ ​ game and analyze the characters’ abilities using properties like deadline and precision. Deadline for an action is the time it takes to finish that action (cast time for an ability). The precision of an action is the accuracy it takes to complete that action (hitting the ability), We then carry out user study in which users, using six chosen champions’ abilities, play against computer controlled bot at different levels of latency. We then measure how accurate a user is on a particular ability. In the end, we have 30 volunteers for our study over the duration of one month. We are able to find an exponential decay relationship between a function of each ability’s precision and deadline and the effect of latency on it. We also find that for League of Legends, players are more insensitive to latency changes as the latency becomes higher. This study can help game programmers to design games and systems that mitigate the effect of lag. It can also help players whose platforms are unavoidably laggy change their strategy and gameplay to adapt to the condition. In this paper, Chapter 2 covers the background in League of Legends, network latency and the abilities characteristics: Precision and Deadline. Chapter 3 gives the methodology on how we carry out user study and analyze League of Legends Skillshots. Chapter 4 provides the results and the analysis of the user study. Chapter 5 covers what we could improve and what future studies might focus on. 4 2 Background Relevant background to this study includes network latency, video games and League of Legends. Section 2.1 describes League of Legends and players behaviors. Section 2.2 is about using precision and deadline to analyze the abilities of LoL champions. Section 2.3 details the tools which we use to control the parameters of the experiment. 2.1 Introduction to League of Legends League of Legends (Riot Games, 2009), the center of this research paper, is an online video game of the MOBA (Multiplayer Online Battle Arena) genre. Despite the acronym suggesting a rather generic structure, most MOBAs follow a specific style of gameplay first pioneered in 2003 by the free Warcraft 3 (Blizzard, 2002) game mod Defense of the Ancients. A typical MOBA game is played between two teams of five players, each controlling a single, powerful character (“champions” or “heroes”) with multiple abilities, fighting to destroy the other team’s central structure deep within their base while being aided by a continuous flow of weak computer-controlled units (“minions” or “creeps”). The two team’s home bases are located at two opposite corners of a square map, connected to each other by three lanes, which serve as the primary assault routes and usually defended by many structures. Player controlled characters get more powerful over time by getting rewarded for killing minions and enemy characters with experience points, which can unlock new abilities, and gold, which can be used to purchase in-game items, until they become strong enough to overpower the other team’s defenses and claim victory. While League of Legends deviates little from the MOBA formula, it is one of the first to implement skill and region-based matchmaking and a free to play business model that rewards people for playing, while at the same time also simplifying the genre, making it more accessible to newcomers. This, combined with the competitive nature of MOBAs, make League of Legends one of the most popular online games to date. As of October 2016, LoL has client server in Korea, South Asia, Russia, Europe, Oceania, and South America. However, the latency is different between regions. While Korean players enjoy very low latency at around 8 ms, other regions usually rolling at 60-70 ms even with good Internet connections. In a large region like 5 11 North America, it is common to play at 90 ms .​ Our project will focus on evaluating how ​ champions’ abilities are affected by latency. Throughout the paper we will use many League-related terminologies: skillshots refer to ​ champion abilities that must be aimed at a certain direction or area to hit other champions instead of targeting other champions directly; Gold per Minute (GPM) refers to the amount of ​ in-game gold each
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